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NPC Kitpack for Tutu


NiGHTMARE

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I was just thinking this would be pretty cool:). Okay so we can already chose kits through the Tutu install process, and there are some we can use in the Cleric Remix, but this would be about new kits/title changes.

 

Some ideas (note that all of these are in various pnp books, except Kivan's - that's the kit I invented for my Kivan BG2 mod :rant:)

 

Ajantis - Votary

Alora - Burglar

Coran - Swindler

Dynaheir - Wychlaran (Invoker)

Edwin - Red Wizard (Conjurer)

Eldoth - Charlatan

Faldorn - Lost Druid

Garrick - Gallant

Imoen - Adventurer

Kagain - Axe For Hire

Kivan - Tracker

Minsc - Rashemaar Ranger

Montaron - Zhentarim Assassin

Quayle - Hoodwinker of Baravar Cloakshadow/Illusionist (probably too long for use in-game so just Hoodwinker/Illusionist would do)

Safana - Buccaneer

Shar-Teel - Outlaw

Tiax - Strifeleader of Cyric

Xan - Greycloak (Enchanter)

Xzar - Zhentarim Wizard (Necromancer)

Yeslick - Fighter/Alaghor of Clangeddin Silverbeard

 

 

Below are descriptions of the above kits. BTW the Scout's trap abilities are shamelessly borrowed from Avenger's Rogue Rebalancing mod :).

 

 

ALAGHOR OF CLANGEDDIN SILVERBEARD: Clangeddin Silverbeard is the Father of Battle and primary dwarven war god. All dwarves who must fight, especially dwarves who are warriors by profession, worship Clangeddin, their patron and exultant leader in war. The Father of Battle is the deity of choice among lawful neutral dwarven warriors.

 

Clangeddin watches over the battle-skills and performances of dwarves from his mountain fortress in Arcadia. He encourages valor in battle, weapon-mastery and training, and wisdom in war, and most often manifests his powers to further these aims. Clangeddin is concerned with war as a way of life and is very different from Moradin in this respect. He especially hates giants and has taught the dwarves - and the gnomes, through their gods - special ways of fighting giant-type creatures.

 

Alaghors of Clangeddin can only be of Lawful Good, Neutral Good, and Lawful Neutral alignments.

 

Advantages:

- Spiritual Weapon: Mithral Battle Axe once per day

The battle axe is the spiritual weapon of Alaghors of Clangeddin, and is wielded as if the caster had grand mastery in the weapon. The battle axe is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.

- Can place two proficiency stars in two handed weapon styles, two weapon style, single weapon style and

weapon and shield style.

- Command twice per day, as first level cleric spell of the same name

- From level 3 can cast Strength once per day, as second level mage spell of the same name

- From level 5 can cast Strength of One once per day, as third cleric mage spell of the same name

- From level 7 can cast Defensive Harmony once per day, as fourth level cleric spell of the same name

- From level 9 can cast Champion’s Strength once per day, as fifth level cleric spell of the same name

- From level 11 can cast Blade Barrier once per day, as sixth level mage spell of the same name

- From level 14 can cast Power Word, Stun per day, as seventh level mage spell of the same name

 

Disadvantages:

- Memorize one less spell per level

 

Sphere Access:

- Major access to the spheres of all, combat, guardian, law, protection, sun, war

 

- Minor access to the spheres of charm, creation, divination, elemental (earth), healing, necromantic, travelers, wards

 

- No access to the spheres of animal, astral, chaos, elemental (air, fire, water), numbers, summoning, thought, time, weather

 

 

AXE FOR HIRE: A mercenary who is willing to sell his services to the highest bidder, the Axe for Hire is usually an all-round fighter, capable of engaging in both hand-to hand and ranged combat. He is frequently a dwarf with a severe case of wanderlust and a strong desire to travel beyond his stronghold, who finds that the best way to accomplish this is to hire out as a guard or a mercenary.

 

Advantages:

- Recieves a bonus proficiency point in axes

 

Disadvantages:

- -1 charisma

 

 

BURGLAR: This sort of thief is the consummate Burglar. She is an expert at breaking and entering the most difficult buildings, bypassing walls, locks, traps and guardians, grabbing the best loot, and escaping unnoticed as stealthily as she arrived.

 

Advantages:

- +10% to Find Traps, Hide In Shadows, Move Silently and Open Locks

- Can Specialise in Daggers, Darts, Slings, and Throwing Daggers

 

Disadvantages:

- -20% to Pick Pockets and Set Traps

 

 

BUCCANEER: Buccaneers are thieves of the high seas, plying the trade lanes in search of prey. They intermix with and complement their piratical warrior cousins - to the extent that any of these scoundrels can be said to complement anything.

 

Advantages:

- May place 3 slots into two weapon fighting style

- +15% to Move Silently

 

Disadvantages:

- Gets only 20% to distribute between thief abilities each level

 

 

CHARLATAN: This type of bard is a wanderer. They go from town to town, switching from one identity to another, always a step ahead of the last person they swindled. In large cities, Charlatans may be able to live out most of their lives moving from one quarter to the next. When times are tough and no great con comes to mind, Charlatans sometimes perform sleight-of-hand tricks just to get by. Charlatans also have a knack for acquiring jobs which allow them to bluff their way through each day, and they may sometimes be found masquerading as priests, healers, sages, diplomats, powerful mages, and retired heroes.

 

Advantages:

- +2 to Charisma

- Charm Person once per day

 

Disadvantages:

- Only has three-quarters normal Lore value

 

 

GALLANT: There is no character as pure and romantic as the Gallant. He travels the lands on the wings of romance and true love, stealing the hearts of the young and lightening the spirits of the elderly. A Gallant seems to be blessed with a grace and charm not given to others of his race.

 

Gallants are often mistaken for paladins or cavaliers. They dress and act much like heroic warriors. But they are not driven by blood lust or the desire to slay monsters for the sake of destroying evil - Gallants are romantics at heart. They defend beauty, innocence, and love, but of course the ways of love and romance cause many a famous Gallant to end his life in tragedy.

 

Advantages:

- +1 to Charisma

- +1 hit point per level

- Code of the Gallant once per round (can apply +2 bonus to either his attack roll, damage roll, Armor Class or saving throw)

 

Disadvantages:

- Only has one-half normal lore value

- Pick pockets ability one-quarter normal

 

 

GREYCLOAK: Evereska is perhaps the last stronghold of the fair folk, more specifically of moon elves, in the Western Heartland. Within the walls of this mountaintop citadel, the great lore and magic of the elf folk is cherished and enhanced with each passing season. Guarded by the magical gifts of Corellon Larethian and flights of ever-vigilant giant eagles, Evereska has never fallen before an enemy or been infiltrated by a spy or assassin.

 

Few wizards from the High Valley ever leave its protected glades except on important missions or in search of knowledge that cannot be found there. Those that do are usually members of the group known as the Greycloak - an organization of Elven investigators and law enforcers respected all over the realms.

 

Only Good and Neutral Elves and Half-Elves may become Greycloaks.

 

Advantages:

- +2 to all saving throws

 

Disadvantages:

- None

 

 

LOST DRUID: The strangest members of the druidic order, Lost Druids find that many other Druids no longer consider them kin. The Lost Druids come from lands that have been maliciously destroyed - forests burned to the ground, swamps drained, mountains ruined by mining, and so on. Rather than try to rebuild or move on, a Lost Druid allows his heart to darken from brooding on the devastation and embraces strange magic to seek revenge.

 

Lost Druids always feel bitter. Sometimes they go insane, their hearts filled with an insatiable, often impossible, desire for vengeance against those who destroyed their land. Most Lost Druids live solitary existences, but sometimes they group together, often within the sinister Shadow Circle.

 

Advantages:

- Gains minor access to the sphere of Necromancy

- Summon Dread Wolf once per day

 

Disadvantages:

- May only cast damaging spells from the sphere of Healing

- -2 to Charisma

 

 

OUTLAW: Usually in the company of other outlaws, the outlaw fights the minions of the rulers she defies, and often comes to be regarded as a hero by others who suffer at those rulers’ hands. Whether she is deserving of that acclaim or not depends entirely on the outlaw in question. While some are the heroic scofflaw, the warrior who defies the laws and rulers of the land and steers her own course, others simply take what they want from those who have it. Regardless of their aims and methods, the Outlaw makes her home in the wilderness (often deep forest) and preys on the traffic moving through that wilderness.

 

Advantages:

- Recieves bonus proficiency points in longbows, long swords and quarterstaffs.

- Can set snares

 

Disadvantages:

- Cannot wear full plate or plate mail

 

 

SWINDLER: Swindlers are the master of deception; while burglars and pickpockets profit through stealth, and bandits and thugs gamer their earnings through force, the Swindler relies on his wits. Other thieves take their booty; the Swindler cons his victim into giving it freely. While there are numerous names for the Swindler - confidence artist, con man, mountebanke, quack, the list goes on - the scams he employs are even greater in number.

 

Advantages:

- +1 to Charisma

- +10% to Hide In Shadows and Move Silently

 

Disadvantages:

- -10% to Find and Set Traps

 

 

TRACKER: Some personal, deeply traumatic event in lives of these Rangers has caused them to dedicate their lives to tracking down criminals such as murderers and bandits, with the intention of preventing them from harming anyone again. The Tracker is an avenger of the victims of evil and violence, not a bounty hunter, and so once the "prey" has been caught, he often decides upon and carries out the punishment himself.

 

Because he cares little for law and order, the punishment the Tracker meets out may well be death, although a less harsh sentence is usually granted. However, he Tracker is not evil himself, so he will never make his prey suffer needlessly, even though their victim's may well have suffered greatly. If a Tracker does decide that death is the only realistic way that a criminal can be dealt with, they will therefore always grant them as swift and painless a death as possible.

 

Advantages:

- Can become a high master with ranged weapons

- +10% to stealth

- Can create a variety of non-lethal poisons

 

Disadvantages:

- Cannot wear armour heavier than studded leather

- Can only be proficient with melee weapons

- Does not gain Charm Person or Mammal as an innate

- Cannot be Lawful Good

 

 

VOTARY: The typical Votary is grim, self-obsessed, and quick to judge. He believes his church is the only true one and is suspicious of all other religions. He behaves with stony civility to priests of other lawful faiths and open skepticism to priests of neutral faiths. Followers of evil faiths, he believes fervently, deserve nothing less than death. Many commoners admire the Votary for his dedication and discipline, but some see him as an intimidating, even frightening, fanatic. His humorless outlook and self-righteousness attitude tend to discourage close friendships.

 

The Votary maintains an ascetic, ordered life. He owns few personal possessions, avoids strong drink, and even declines to eat heavily seasoned food. He disapproves of gaming, dancing, and other entertainment as childish distractions. Concern for personal grooming is a distasteful affectation (and not a requirement of the Votary's ethos). Some votaries leave their hair uncombed and beards shaggy "as the deity intended," devoting only as much effort to personal hygiene as necessary for good health and minimal courtesy.

 

Advantages:

- Faster spell progression

- Maximum of 4 spells per level

- +4 attack roll bonus vs. evil Clerics

 

Disadvantages:

- May not use missile weapons

- May only be proficient in melee weapons

 

Votary spell table:

         1   2   3   4
6       1   0   0   0
7       2   0   0   0
8       2   1   0   0
9       3   2   0   0
10      3   2   1   0
11      4   2   1   0
12      4   2   2   0
13      4   2   2   1
14      4   3   2   1
15      4   4   2   1
16      4   4   3   1
17      4   4   3   2
18      4   4   3   3
19      4   4   4   3
20      4   4   4   4

 

 

WYCHLARAN: The witches, or wychlaran (literally "wise old women"), are the true rulers of Rashemen, though they choose male lords to lead their armies and deal with questions of daily rulership. Witches are respected almost to the point of worship in Rashemen, where their word is law, and the penalty for disobedience to a witch is swift death at the hands of any Rashemaar nearby.

 

The witches do not wield this power foolishly, and are tolerant and protective of their subjects. They are divided into several orders, corresponding roughly to levels of experience: the Othlor, or true ones, are the highest-ranking witches, and membership is limited to witches of 15th level and higher. The next highest rank, that of Hathran ("learned sisterhood") is for witches of levels 10-14; the rank of Blethran ("sisterkin") is for witches of levels 3-9; and the lowest rank, Ethran ("untried") is limited to witches of 1st and 2nd level.

 

Only Non-Evil Rashemaar human females may become witches.

 

Advantages:

- Cause Horror (effects identical to a successful fear spell) three times per day, affecting all creatures of fewer Hit Dice or levels than themselves within 100 feet. (Beings of equal or greater Hit Dice are immune to this effect.)

 

Disadvantages:

- None

 

 

ZHENTARIM ASSASSIN: The Zhentarim is a collection of evil wizards, priests, rogues, and warriors devoted to attaining total dominance and rulership over all the Realms. Anything that cannot be controlled directly must be threatened into compliance or crippled so severely that it can never again pose a threat to the Black Network.

 

Assassins in the organization are often Fighter/Thieves, and tend focus on the group's fourth mandate: Destroy all those who stand in the way of the Zhentarim objectives. This includes such diverse targets as Shadowdale, the Cormyrian military, the church and priests of Cyric, Mulmaster itself, Hillsfar, all trading coasters and organizations that trade with the Sword Coast, and the organization known as the Harpers.

 

Only Evil characters may become Zhentarim Assassins .

 

Advantages:

- May coat his weapon in poison once per day per levels. The next hit injects poison, dealing out 1 damage per second for 24 seconds (3 damage for first 6 seconds). A saving throw vs. poison limits damage to 12 total.

 

- Bonus +1 to hit and +1 damage

- Backstab reaches x7 instead of x5

- Immune to everything, magical and otherwise, that causes fear and panic. This includes the spells Horror and Emotion: Hopelessness.

 

Disadvantages:

- Only 15% per level to distribute on abilities

 

 

ZHENTARIM WIZARD: The Zhentarim is a collection of evil wizards, priests, rogues, and warriors devoted to attaining total dominance and rulership over all the Realms. Anything that cannot be controlled directly must be threatened into compliance or crippled so severely that it can never again pose a threat to the Black Network.

 

Wizards in the organization tend to focus on the group's second mandate: Dominate all of the political centers of the Moonsea region, including the cities of Mulmaster, Yulash, Voonlar, Melvaunt, and Hillsfar.

 

Only Evil characters may become Zhentarim Wizards.

 

Advantages:

- Immune to all everything, magical and otherwise, that dominates the mind. This includes the spells Charm Person and Domination.

 

Disadvantages:

- None

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I have been considering creating a Tutu version. Thanks all the info, one of the reasons I hadn't started yet was because I couldn't be arsed to do any research. Could you put which book each kit came from by the description, I like to look at this stuff myself - gives me a better feel for the kit.

 

My initial thoughts:

 

Imoen - Adventurer

Minsc - Rashemaar Ranger

Edwin - Red Wizard (Conjurer)

Obviously, these are in.

 

Dynaheir - Wychlaran (Invoker)

Xan - Greycloak (Enchanter)

Xzar - Zhentarim Wizard (Necromancer)

These will be done they were/are top of my list.

 

Quayle - Hoodwinker of Baravar Cloakshadow/Illusionist

Yeslick - Fighter/Alaghor of Clangeddin Silverbeard

These two I probably will not do. Two reasons:

1: I feel cleric kits are better left in Cleric Remix.

2: Adding kits to Multi-classes is problematic in that they don't get a kit description.

However, I am not averse to a title change to indicate which deity they worship. This actually applies to all clerics in BG1/2.

 

Coran - Swindler
I like Coran as a Fighter/Thief. I am going to need a reason he should have a kit. Also, it is a class change which adds a new dimension.

 

Ajantis - Votary

Alora - Burglar

Eldoth - Charlatan

Garrick - Gallant

Kagain - Axe For Hire

Safana - Buccaneer

Shar-Teel - Outlaw

The advantages/disadvantages will probably need some alterations, but I like the descriptions.

 

Kivan - Tracker
Do you have the kit made, or this a sly way to get me to make it for you? :rant:

 

Montaron - Zhentarim Assassin
This one is going to require a class change, I'm undecided as to whether I want to mess with this yet. I do like the kit though.

 

Tiax - Strifeleader of Cyric
Again, Cleric Remix should really deal with this. Isn't Andyr making a Cyric kit? Again, mentioning Cyric in his title is an option. It is also another class change.

 

Faldorn - Lost Druid
I have a sneaky suspision that this will eventually become a Remix issue as well. However, I have no objection to a kit description change. If the spell access advantages/disadvantages are removed I don't actually have to do anything.

 

I think that's everyone. I will mention that I if I kit an NPC will probably remove any special abilities they get unless mentioned in the kit description.

 

I'd like some opinions on how to add an NPCs deity without clashing too much with Remix or the current kits. My first thought is along the same lines of Minsc's Rashemaar Ranger title change. So, Yeslisk would be a Fighter/Cleric (Clangeddin Silverbeard) for example. A PC dialogue option could also be added for this, as it is only a title change.

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I'd thought about options to make Montaron a pure - class Assassin, or Quayle a Sorceror (there is some semblance of logic behind that, honest :)).

 

Interested? Not sure if it fits with you, since it's a class rather than just a kit change. If not, I'll speak to Domi and Hendryk, see what they think about it for BG1 NPC. :)

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Adding kits to Multi-classes is problematic in that they don't get a kit description.

Ah, didn't realise that.

 

I like Coran as a Fighter/Thief. I am going to need a reason he should have a kit. Also, it is a class change which adds a new dimension.

See above :). There is a pnp Elven Fighter/Thief kit, the Huntsman, but that's basically a sort of Bounty Hunter so it obviously isn't appropriate for Coran.

 

The advantages/disadvantages will probably need some alterations, but I like the descriptions.

I should probably note that one of those kits, the Burglar, is going to be included in LoI. I believe Andyr may have already made it.

 

Do you have the kit made, or this a sly way to get me to make it for you?  :)

I have made it, but I've since made a few balancing adjustments that haven't yet been implemented. Will do those ASAP.

 

This one is going to require a class change, I'm undecided as to whether I want to mess with this yet. I do like the kit though.

One possibility is to make it a thief kit, but give it all the abilities and restrictions of a fighter/thief (plus the Zhentarim Assassin ones, obviously) and increase the required XP. BTW, other than immunity to fear and panic this kit is identical the regular Assassin ;).

 

Isn't Andyr making a Cyric kit? Again, mentioning Cyric in his title is an option. It is also another class change.

I'm not sure if we're including Cyric or not. There was some debate on it, and I can't remember the outcome ;).

 

I have a sneaky suspision that this will eventually become a Remix issue as well. However, I have no objection to a kit description change. If the spell access advantages/disadvantages are removed I don't actually have to do anything.

In that case, it would probably better to have the kit title be Shadow Druid.

 

I think that's everyone. I will mention that I if I kit an NPC will probably remove any special abilities they get unless mentioned in the kit description.

Note I didn't include Skie in the above list, since none of the pnp kits seem to fit her - Acrobat or Swashblucker would probably be nearest. Perhaps a new kit, e.g. Dancer, could be made up for her.

 

Khalid and Jaheira aren't mentioned either, but come to think of it you could add Harper to the title (and obviously you could do the same for Jaheira's BG2 incarnation). Of course Branwen and Viconia aren't in the list, since they're already covered by CRMix.

 

I'd like some opinions on how to add an NPCs deity without clashing too much with Remix or the current kits. My first thought is along the same lines of Minsc's Rashemaar Ranger title change. So, Yeslisk would be a Fighter/Cleric (Clangeddin Silverbeard) for example.

Yeah, that the best solution, though obviously all kits are optional in both mods, so if there are any clashes it'd be the user's fault, not the modders' :p.

 

A PC dialogue option could also be added for this, as it is only a title change.

Nice idea. There are a lot of deities though :D.

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I haven't made the Burglar, can get round to it soon though.

 

I decided I would like to do Cyric, too, though I wouldn't make plans too fast as we are still trying to sort out the CR spell memorisation bugs. :)

 

I think Shadow Druid fits Faldorn better too - that was another LoI kit idea, though I don't think we went into the mechanics yet.

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Possible Harper kit for Khalid, based on the 2E Harper warrior sub-class and 3E Harper Agent prestige class. The disadvantage obviously has no effect in-game other than RPing purposes.

 

HARPER: The semi-secret organization known as the Harpers has members scattered all across Faerun. These individuals are dedicated to battling evil, discovering and preserving magical lore, and maintaing the balance between nature and civilization. Harper agents are the "field agents" of the organization, acting to gather intelligence and eliminate threats to the greater good.

 

Whether their actions center on the dark plots of the Zhentarim or on the expansionist plans of a power-hungry king, Those Who Harp risk their lives - and ofttimes sacrifice them - for the greater good of the people. Despite their activities, however, the life of a Harper is not always played out on the stage of battle; in fact, Harper agents display a versatility that few others can match.

 

Only Good and Neutral characters may become Harpers.

 

Advantages:

- Harper's Knowledge (10 lore per level)

- Deneir's Eye at level 2 (permanent +3 to saves vs. wands)

- Lliira's Heart at level 3 (permanent +2 to saves vs. fear)

- Tymora's Smile once per day at level 4 (temporary +2 to luck)

- Mystra's Boon at level 5 (permanent +2 to saves vs. spells)

 

Disadvantages:

- Must abide by the Code of the Harpers

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